- The Art of War -
Online battles HS
For the first time on TWC, there will be a hotseat with fully implemented online battles, possible due to Engine Overhaul Project by youneuoy.
We will also be using my newest TES Unofficial Patch 2.0.2 (FULL FEATURES version) with many brand new contents, see the link . If you are using the official download link, you have to use the switcher to change your version to FULL/EOP version.
Online battles require additional toll on the admin and turn times, obviously the less battles the better. Hence kings purses will be set to zero, possibly combined with army upkeep script, to reduce the amount of battles. Will also not play in whole Tamriel, but only a significant part of it (to also reduce the amount of battles by having smaller realms), hence there will also not be many AI factons. (but possibly lot of rebels)
Factions
- Everyone will play one faction, claim 3 factions in order you wish to play the most. I will decide in which part of the map we will play based on your preferred factions. You can also state which campaign would you prefer from the ones offered (we will be definitely not be playing all factions).
Tamriel Empire - Arkitekt
Kingdom of Pelletine - OPEN
Clan of Crowns - Isenbard(Isenbard#8697 )
Kingdom of Evermore - sluzavyblin( SluzavyBlin#0067 )
Kingdom of Valenwood - merlin( merlinxx#9652 )
High Kingdom of Summerset Isles - Arya210( Jake El. Valar#6596 )
Hold of Haafingar - Bane of The Undead(DaggerLord#5649 )
Kingdom of Sharnhelm - OPEN
Kingdom of Daggerfall - leugimini(leugimimi#5030)
Hold of Eastmarch - DEAD/AI
Council of Thalmor - DEAD/AI
Kingdom of Anequina - Dead
Kingdom of Cyrodiil - DEAD
Kingdom of Orsinium (Wrothgar) - AI
Kingdom of Wayrest - AI
Clan of Forebears - AI
Undead - unlayable (too OP)
Daedra - unplayable (even more OP)
Clans of The Reach - unplayable
Akaviri Invaders - unplayable
Maormer Invaders - unplayable
Admins - Jadli, reaktornkern
Co-admins - King Athelstan
Map
T1
The Rules
- Time for a player to play his turn is 24h, unless waiting for an online battle. The Admin may grant an extension occasionally, but only if you ask for it. Otherwise you will be skipped. You cannot ask for an extension if you are already late, If you will be skipped in two or more turns in row, your faction will be turned AI.
- You must notify next person in turn order that it is their turn. Links to all TWC and discord accounts are in the player list.
- No exploits/bugs allowed: Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
- There are some AI factions. You may form alliance, trade rights and similar, but not asking for money/lands and so on.
- Suiciding a faction you play is not allowed, and may result into a removal from all hotseats.
- Diplomacy is allowed, the winning alliance may consists of maximally 3 players.
- All ingame features are allowed/enabled (hence "mercenary armies", necromancy, declaring vampirism, special missions and so on).
- If you declare for Vampirism or Manimarco script, you will "join the evil side". You will be enemy of everyone who hasnt declared for the evil side (no alliance or other diplomacy relations alowed with thosep players). The other players can declare for the evil without the script, once someone uses the script to "create the evil side"
- List of known bugs:
Spoiler Alert, click show to read:
Online battles
(as this is new form of hotseating, some rule still may be added/adjusted - WIP)
- Battles of players vs player will be fought online, UNLESS the odds are overwhelming for either side. In such a case, the battle would be autoresolved (autoresolve rules apply).
- The defender can decide to surrender the battle, but if the odds are not deemed overwhelming by the admin, then the battle will be fought online anyway. Exception: when both the attacker and defender agrees there is no point in fighting the battle online, then it may be autoresolved.
Battle rules
- The main general will be dead if he is killed in the battle. Other generals will be dead, if they have 4 or less bodyguards left at the end of battle (healing doesnt count).
- In a battle the initiator (attacker) must always attack, and cannot take up a defensive position to force the defender to attack
- Admitting defeat or exiting the battle before the end is prohibited, unless all the participants agree.
- If the besieged army sallies out of the settlement on the first turn of the siege, the besieger is not allowed to use his his siege equipment (rams, ladders, towers) to assault the walls/gates. A player can only sally out once per turn with the same army.
- If there are more armies on the same side that are not full stacks, they ll be merged.
- In a siege battle, the attacker(s) deploys first and once they are done, the attacker(s) must inform the defender(s) that they are read. Attacker(s) cannot redeploy until the battle is started. Exceptions can be made if the defender(s) doesn't mind small changes.
- It is not allowed to use any game bugs or exploits! Including the cavalry bugs when you order cavalry to push through enemy units while secondary weapon is selected, OR giving the cav an order to attack an enemy unit next to the one it attacked initially, while the cavalry is locked in a melee. Use the cavalry the way its supposed to, i.e., charge, fall back, and then charge again. (all the other bugs/exploits are banned as well)
- No camping by the red line. A proper distance for defensice formation is considered when the red line is farther than the range of your archers.
- If there are reinformences arriving at the battle (starting behind the red line), it is forbidden for the enemy to deploy (some of) their units in such a way that they would immediately attack the reinformencing army or shoot at them, while the army is crossing the red line. The reinformencing army first has to be allowed to fully deploy itself to the battlefield before it can be attacked. The enemy should deploy its starting units at least two times the distance given by the red line rule above.
Time limits
- When initiating a battle against other player, you must post complete information about the attacker and defending armies (all units visible. If general has a custom bodyguard, that must be mentioned/shown as well) and notify admin and defender about the battle along with sending the pre battle save, so that the decision can be made asap. If the defender doesnt respond in 24 hours, a subber will take his place.
- Everyone willing to participate in the battle should post their free time slots as detailed, including more more than 2 days ahead if possible. Please, start the procedure of initiating the battle at the earliest opportunity, i.e., when you first see the save, not when it has been your turn for two days already.
- Since the annoucement of the battle, there are only two days to play the battle ( including the 24 hours for the decision) in case the battle is deemed to be fought online.
- Attacker should not initiate an online battle if the (s)he is not able to play the battle within the two days window, and doesnt have anyone to sub the battle for him. If the defender cant play within two days window, he will be subbed. Both, the attacker and defender must denote their free schedule for the upcomming 2 days as soon as possible. If in the upcoming 2 days both the attacker and defender can play, but neither of them in the same time as the other one, then the battle will be played with the one who can play at the earliest opportunity.
- If the battle fails to be played within the two days, then it will be played at the earliest opportunity with any player available, no matter if attacker or defender can participate. (unless it is decided to avoid the battle altogether)
- At the end of battle, you must take pics of the battle results. (if you forget to generate results file or take a pic, there is availible battle replay in temp folder)
- The battle scenario will be created by players. Battle results are saved by players (quite easy, more details on that later). To implement the saved results into the save, an admin is needed.
- How to to create the battle and save the results, follow this ONLINE BATTLES GUIDE
- Every player shall announce at least one person that would be allowed to fight their battle for them in case they are busy. That can be any other player (obviously not an enemy) , not necessarily anyone from this hotseat though, as long as as they would be ready to play.
- All turns and final battle results will posted in this thread. However, there will be a chat room in Hotseat Hub discord for organizing the battles (whenever a battle vs player is about to happen, post the required info, save and tag the admins and the defender(s))
Military rules
- Non online battles vs players are autoresolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit must be visible if used to directly assault settlement (samely for online battles. You are allowed to fight manual battles vs AI.
- No one turn peace ( although you cannot attack players who havent played their first turn yet, or enter their land. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement. Agents can move freely).
- Armies that are defeated in battle by a player that comes after them in the turn order may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list. Armies standing in a settlement when defeated are excluded from this rule.
- Night battles not allowed! (to limit amount of online battles)
- Heroic victories in autoresolve against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories maybe allowed, but only if the odds are higher for the attacker than 1:1 and it is a navy battle.
- You are not allowed to post a defeat (autoresolve)
- You are allowed to fight a naval battle only if the odds are 2:3 or more.
- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units/agents protected by placing them in ships docked in a port.
-Not allowed to besiege a settlement to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
- Not allowed to build forts.
- Each unit of siege equipment can be used just once in each turn to take settlement.
Ballistas can assault wooden walls and dungeons,
catapults can also assault basic stone walls/castles,
and trebuchets can also assault also large stone walls and fortresses.
- Huge stone walls, citadels and starting capitals cannot be assaulted by any unit of siege equipment, only a regular siege.
- You are not allowed to let enemy take your capital (when possible). Therefore, if your capital is under siege or in danger of being lost, you must move it elsewhere, to a safer location. Additionally, it is not allowed to place your capital to regions bordering your enemies or neutral factions. In cases when it wasnt possible to avoid losing a capital, the money will be refunded for the attacker, and deducted from the defender via admin.
Agent rules
- Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals, huge stone walls, citadels its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least 1200 soldiers (720 for capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
- However, if you receive a mission from Dark Brotherhood or Morag Tong, or similar, you are allowed to assassinate the target character. (the mission picture must be show upon assassination)
- Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
- Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.
Settlement rules
- Destruction of buildings is not allowed. Only exceptions are churches of foreign religions, or buildings that dont belong to your culture/faction and have negative effects. They can be destroyed immediately after taking a settlement
- Not allowed to exterminate settlements.
- Two factions can trade maximally one settlement per turn. All spawned units but one must be disbanded. Such settlements musnt be in war zone.
It is also highly recomended you check my TES Guide, minimally the part about Army Upkeep